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do attributes like constitution have a cap


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#1
sondoor

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Ok so I have been doing alot of promoting on my reaver to gain constitution/health for my other classes such as my mage im wondering if constitution has a cap cause if it does then I am promoting for no reason if I am all ready at max thanks

#2
TormDK

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There are likely people that have more than 100 in each stat, so if there is a cap, it's not one you can reasonably reach with normal hours spent. 


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#3
sondoor

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Im sure it lets you promote infinite amout of times I just hope it keeps affecting my charecters like making their health go up cause I noticed in your inventory there are bars at bottom of screen called core stats or something and on my mage the one with the heart is maxed out

#4
TheThirdRace

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Each Constitution point will give you 0.5% melee defense and 5 HP. Melee defense caps at 80%, HP doesn't cap.

 

Each Willpower point will give you 0.5% magic defense and X% attack. Magic defense caps at 80%, %Attack doesn't cap.

 

Each Cunning point will give you 0.5% range defense and 1% Critical damage. Range defense caps at 80%, Critical damage doesn't cap.

 

It's important to note that all defense and resist stats caps at 80% no matter the source. The source can be from your basic stats, weapons, passive, promotion, etc.

 

While there are caps for defense stats, there are no cap for offense stats which means no matter how many promotion, you'll always get something out of it. Of course, there is a "soft" diminishing return, meaning 0.5% attack is great if you have 1% attack because it's 50% more, but 0.5% is pretty useless if you have already 100+% attack as it's effective value becomes less than 0.5%.


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#5
Drasca

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Each Constitution point will give you 0.5% melee defense and 5 HP for most classes. Katari get 6 hp per Con. Melee defense caps at 80%, HP doesn't cap.
 
Each Willpower point will give you 0.5% magic defense and +0.5% attack power .
 
Each Cunning point will give you 0.5% range defense and +0.5% Critical damage chance. Range defense caps at 80%, Critical damage doesn't chance caps at 100%.

 

FTFY.

 

 

While there are caps for defense stats, there are no cap for offense stats which means no matter how many promotion

 

No, there's definite limits for critical chance, as it caps at 100%, and constitution provides no direct offense. It provides offense indirectly, through defense. By being harder to kill and with less downtime, you have more potential damage up-time.

 

 

Of course, there is a "soft" diminishing return, meaning 0.5% attack is great if you have 1% attack because it's 50% more, but 0.5% is pretty useless if you have already 100+% attack as it's effective value becomes less than 0.5%.

 

That's not how the "soft" diminishing returns work. The absolute value is still +0.5%, but the relative value of that 0.5% is reduced.

 

Your above example actually works better for critical chance and the relative damage bonus accrued. The relative added critical chance is less since there is a limit to critical chance and how it affects your overall damage. The benefit of going from 5% critical chance to 10% critical chance is doubling the overall damage bonus effects, but from 10% to 15% is far less added rate of return. The rate of return only spirals downward from there on, requiring far more cunning to gain the same added bonus to overall damage increase.

 

Willpower added attack power does not suffer the same direct diminishing return mechanics, but suffers the overall 'soft' diminishing returns due to limited enemy hp.

 

The effective value of added willpower remains +0.5% attack power so there is no degredation on the bonus you directly gain. However, there is a limit to how useful offense becomes because enemy HP is limited. The closer you are to one hit kills, the less useful additional offense becomes. For example, an enemy footsoldier on Perilous difficulty typically has around 3.7k hp. If you have enough total attack bonuses to do 3.5k damage, you need two hits to kill him, and the additional +attack power is useful until you can one hit kill him. If you already do 4k damage to that 3.7k hp target, any additional offensive bonus is wasted for that ability.

 

If for example you had a 1000 hit point target, and you started with 100 damage, requiring 10 strikes to finish them, it requires +100% total offense to halve that to 5 strikes, but +150% total offense to reduce it to four, and +900% to reduce it to one. The relative gain of utility is reduced, but the absolute gain in power is not. 

 

Also note Magic Defense does not include spirit resistence, and I was very specific about offensive bonus as opposed to attack power. Attack power is only one of the offensive bonuses in the combat equation, and does not affect all attacks equally. For some, the added +attack power will result in negligible gain in damage. For others, it will directly add to them. At the same time, some abilities do not receive critical bonus damage, so added critical chance from cunning is wasted there.


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